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Thread: Help understanding BLAST PROCESSING

  1. #1
    Death Adder's minion
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    Default Help understanding BLAST PROCESSING

    Alright, I've been following the Wikipedia article on it. I think it needs some changes, but I wanna run this stuff past you guys - hoping I can get some sources, as well!

    As I understand it (and I'm not an expert on the issue, please correct me if/where I'm wrong), Blast Processing is a simple composition issue - the main processor can ready a frame which is then sent to the VDP (video display processor) and composited. This processor-centric design allows more flexibility, which wasn't really an asset for many games as there was wastage in using the 68000 (a bit overpowered, while the VDP didn't quite stack up to the SNES VDP), BUT if you wanted to do stuff like hardcore AI (think anything other than Secret of Mana's friends) or 3D rendering without additional hardware (Zero Tolerance) the also pretty amazing Duke Nukem 3D), then it was definitely the go-to system.

    The SNES could fake 3D pretty well (for example, I think that it should be able to do Batman & Robin), but where the Genesis was overpowered, the SNES was underpowered; I've read there are times when the crappy compatibility CPU isn't fast enough to grab data for the SNES PPU's peak use, which is its main function here (since NES compatibility was dropped...hmm, I'm getting sidetracked).

    Any comments?

  2. #2
    Wildside Expert Genesisdoes's Avatar
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    Nah Blast Processing was just marketing strategy I think they're just referring to the higher CPU speed of the genesis (genny had 7 something SNES had like 3) hence why genesis doesn't have the slowdown issues the SNES had/has.






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    Shining Hero Joe Redifer's Avatar
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    I wonder how well Thunder Force IV would run on the SNES?

  4. #4
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    Quote Originally Posted by Genesisdoes
    Nah Blast Processing was just marketing strategy I think they're just referring to the higher CPU speed of the genesis (genny had 7 something SNES had like 3) hence why genesis doesn't have the slowdown issues the SNES had/has.
    Nope. In simple terms, the Genesis reportedly could send a frame to the VDP, which then created the actual image which was then sent out to your screen - while at the same time the 68000 did everything else necessary to ready the next frame. That included fetching data from the cartridge, running AI, sending information to the sound CPUs, and in the case of a 3D game, making essentially the whole frame which would then be shoved off to the VDP where it would undergo little additional processing.

    Also - thanks for the inspiration, Joe, but unfortunately that doesn't bring me any closer to my goal of understanding (or being able to explain) this better. Argh.

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    Shining Hero Joe Redifer's Avatar
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    Blast Processing is a marketing term and nothing more. What the 68000 is doing is likely the same thing it always does in regards to data fetchin'.

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    Quote Originally Posted by Joe Redifer
    I wonder how well Thunder Force IV would run on the SNES?
    Even though the colours are dropped in numbers when the ballsnakes come in the first level, there is still slowdown. Not even the mighty Genesis can handle that game properly!
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    Raging in the Streets
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    Quote Originally Posted by Joe Redifer
    Blast Processing is a marketing term and nothing more. What the 68000 is doing is likely the same thing it always does in regards to data fetchin'.
    I always assumed it was simply referring to how the Mega Drive could do more, faster with one central 7MHz processor than the SNES, which had to shuttle data between GPU, APU and CPU - on an 8-bit bus, no less. The term got picked up by Marketing and all hell broke loose.

    In other words, too many cooks spoil the SNES' broth.

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    Shining Hero Joe Redifer's Avatar
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    Yes indeed, but there is no function called "Blast Processing". It's not like programmers gather 'round and say "Hey! Let's use the blast processing feature of the Genesis for this game! But let's not use it for our other game".

    Zebbe, the colors stay between 35 and 41 or so even when the sun "sets" on the first level, depending on what is on the screen. Even if it were in black and white I don't think that would have any impact on the slowdown at all.
    Last edited by Joe Redifer; 03-26-2007 at 07:48 PM.

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    Wildside Expert Genesisdoes's Avatar
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    Quote Originally Posted by Joe Redifer
    I wonder how well Thunder Force IV would run on the SNES?
    well you know Thunder Force 3 is on SNES as Thunder Spirits.






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    Basically it means Genesis does what Nintendon't. :P

    I'm surprised nobody's said that yet. :P
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    Master of Shinobi Drixxel's Avatar
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    If only a console could combine the white-hot intensity of BLAST PROCESSING with the lifelike, 3D worlds of MODE 7!!! ...

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    Shining Hero Joe Redifer's Avatar
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    Dude, now you are just being silly. Nothing could ever be THAT powerful. Not even God.

  13. #13
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    As luck would have it, I AM the expert here.

    So what does blast processing do?


    In technical terms, SUPER FAST ACTION

    thats what.


    http://www.youtube.com/watch?v=zlulSyBI2aY

  14. #14
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    Quote Originally Posted by RedComet
    Basically it means Genesis does what Nintendon't. :P

    I'm surprised nobody's said that yet. :P
    What exactly is it the Genesis does what Nintendonīt? Maybe this is the blast processing. And Mode 7...Nintendoes what Seganīt...?

  15. #15
    Wildside Expert Mendicant's Avatar
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    ...uh... I thought Blast Processing referred a bit of code that stopped all background animation, freeing up the CPU to move the background really, REALLY fast.
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